(For 1 or more players)
4 COMPUTER GAMES
Game No. 1 — Shooting Gallery
Game No. 2 — Black Jack
Game No. 3 — Code Hunter
Game No. 4 - Grand Prix
Plus a 4 Function Calculator
Grand Prix- Garni
-Shooting, Gallery- Game
The Game Machine is a unique micro-
processor/computer, electronic game
and calculator that consists of one
plastic case and four sets of plastic
coated card overlays. These overlays
will aid you in playing the 4 games.
At your command this "micro-
computer" has been programed to
perform mathematical calculations
as any common calculator, or it will
play any of the 4 programed games.
Information about the Game
1. Proper Care:
As in any computer the Game
Machine is made of many delicate
electronic parts, therefore:
• Never take the Game Machine
• Be careful not to drop the
• Do not bang the keys.
• Do not let the Game Machine
become wet or damp.
• Caution: when inserting batteries
or an A/C adaptor, the powder
switch should be in the off
Batteries - insert 6-1.5 Volt
"C" size batteries to the bottom
of the Game Machine. Your Game
Machine will work on regular "C"
cells however, alkaline batteries
are recommended, as they will
last up to 30 hours of use compared
to 6 to 8 hours with regular batteries.
AC Adaptor — the following A.C.
adaptors have been approved for
the Game Machine:
• Radio Shack #2701551 1
• Dynamic Instruments # TV
When using even these adaptors,
the Game Machine may operate
erratically when you turn the
switch "on". If the rotating num-
bers 4 - 3 - 2 - 1 - do not
immediately appear, turn the
machine "off" and switch back to
"on". You may repeat this as
many times as necessary until the
machine operates properly. If you
cannot conveniently locate one of
the above adaptors, we recommend
you bring your Game Machine to
a store to test the adaptor that
you are considering.
The adaptor should meet the
Signs of Weak Batteries — Your
Game Machine will let you know
when the batteries are weak by
operating erratically. Funny
"Sqiggles", or half numbers will
appear on the screen, or you will
hear strange sounds from the
speaker. Do not be alarmed, a new
set of batteries will quickly put
your machine back in operating
To Install Batteries:
1. Turn machine upside down,
remove battery case cover, (see
2. Place 3 "C" cell batteries as
indicated in battery case in top
row and 3 "C" cell batteries
as indicated in battery case in
the bottom row.
3. Snap battery cover in place.
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DIAGRAM OF BATTERY CASE
Each game has its own set of over-
lays. As you select the desired game,
place the overlays in place on the
machine. One overlay will cover the
keyboard and the other will easily
go in place if you lay the bottom edge
1. Turn the switch on the right side
of machine to "ON"
2. The numbers 4-3-2-1-0
will flash and rotate on the left
side of the screen. The machine is
asking you to select a game (4—3—2
—1) or to use it as a calculator (0).
It is your choice — simply press
the button on the keyboard for
what you want!
Calculator — press "0" button
Shooting Gallery — press "1"
button (SG appears on screen)
Black Jack — press "2" button (bJ
appears on screen)
Code Hunter— press "3" button
(CH appears on screen)
Grand Prix — press "4" button
(GP appears on screen)
3. To change to another game or to
the calculator after you have
completed a game or a mathema-
tical function, press the yellow
"return" button. This button will
return the machine to a neutral
position so you may repeat the
steps in number 2. (NOTE — in
the middle of a game the yellow
button functions as part of the
game being played. It can return a
neutral position only at the end of
a game. )
4. IMPORTANT -TURN THE
GAME MACHINE OFF WHEN
NOT IN USE.
THE CALCULATOR (Selection Key:
This calculator is simple and fun to
operate. It is a basic four-function,
seven digit, floating decimal point
calculator with one memory storage
for chain operations.
Keys and their meanings:
Return — Select other game keys.
MS — Memory Store Key.
MR - Memory Recall Key
+/ Change Sign Key from plus to
minus or minus to plus.
— Decimal Point Key.
± — Plus Function or Equals
= — Minus Function or Equals key.
X - Multiply key.
-r — Divide key.
CL — Clear all keys except memory.
To clear memory you must
enter and then press M.S.
0—9— Numerical keys.
1.23 + 4.56 -78.90 = -73.11
CL 1.23*4.56= 78.90 ±73.11
7.89 x 1.23+3.21 =3.023271
CL7.89x 1.23 + 3.21 ±3.023271
■ Memory operation
1.2 + 3.4 = 4.6
CL 1.2 + 3.4±MS 4.6
5.6 + 4.6= 1.217391
• Error conditions
999888 x 222333 (overflow)
1.23 + (divided by zero)
(Selection key number "1")
After you have selected the Shooting
Gallery Game by pressing button
number 1, the Shooting Gallery
overlays may be placed on the Game
Machine. There are 3 target patterns
to choose from as indicated on the
keyboard overlay: RANDOM, CYCLIC
Object of the game: Hit the target as
often as you can in 30 shots.
Operating keys for shooting gallery:
Cyclic target pattern
Zigzag target pattern
Random target pattern
All 20 keys:
Select other games key.
To start game: Depress any one of the
rget pattern keys CYCLIC,
ZIGZAG OR RANDOM.
How to play: Select which of the three
patterns you want to shoot and press
that key. There are twenty spaces on
the screen which correspond to the
twenty keys. The target will appear
and move around on the screen. You
must "HIT" the proper key at the
exact moment the target is displayed
on one of the twenty corresponding
spaces (see diagram 1 and 2).
Diagram # 7
Target at one moment.
The key to shoot out
the target at that
Be quick, because the target will move:
Diagram #2 i
SCREEN Target is here no w
KEYBOARD This key will shoot
out the target now.
Scoring: The machine will flash your
running score with each hit. When you
play more than one game, use the
score pads provided to keep track of
After the game is over: If you want to
play another Shooting Gallery Game,
simply press another pattern key
(CYCLIC, ZIGZAG OR RANDOM)
or press the Return key to select one
of the other games.
Black Jack: (Selection key number
After you have selected the Black
Jack Game by pressing key number 2,
the Black Jack overlays may be
placed on the Game Machine.
Object of the Game: to be the closest
player to 21 points, without going
over 21 . If a player goes over 21, the
player automatically loses.
Operating keys for black jack:
■ Return Hit
Deal : First two cards are dealt to
player and dealer
Hit: Player wants another card
for his hand.
Stand: Player willing to stand and
wants no more cards. This
key will start dealer's turn to
deal cards to himself.
Return: Select other game key, (this
key only effective at the end
of the game).
Special black jack code:
a = Ace can be counter as 1 or 11
by player, but the Game
Machine dealer must always
count it as 1 1.
= Ten (10 points)
J = Jack or (10 points)
"■= Queen or (10 points)
f = King or (Wpoin ts)
To start game. Press Deal:
How to play: Study your two cards
at the right of the screen and look at
the dealers hand at the left. (You are
only allowed to see one of his cards —
the other card is represented by 3
dashes h .) You then decide to
"STAND" or to take another card.
If you want another card, press the
"HIT" key. You may take as many
"HITS" as you want until you are as
close to, or have exactly reached 21
points. When you are satisfied with
Stand your hand, press the "STAND" key
and the Game Machine will complete
the round by dealing the rest of the
dealers cards. Remember, if you go
over 21 you lose.
Black Jack is when a player has an
Ace and any one card valued at 1
points. This is an automatic win and
can only be tied by another Black
Special Rules for Dealer:
The dealer has been programed to take
another card, as long as his total is
less than 17 — the dealer has also been
programed not to take another card
once his total is 17 or more. This
rule is the same as in the Casinos
around the world.
The winner is the player or the dealer,
whichever has the higher hand, 21
points or less. At the end of each deal
the winner will be indicated by Flashing
and a Trilling sound (a tie is indicated
by both number sets flashing at the
same time). The letter bJ will then
appear on the left hand side of the
screen — the Game Machine is now
ready for another deal — just press
the "Deal" key and a new hand will
Use the score pad to keep track of your
imaginary bank of $200.00, "Betting"
will add to your enjoyment of the game.
Just follow the simple instructions on
the score sheet to have more fun
with your Game Machine playing
Code Hunter: (Selection Key
After you have selected the Code
Hunter Game by pressing key number
3, the Code Hunter overlays may be
placed on the Game Machine.
Object of the Game: To discover the
4 digit number code which the Game
Machine has hidden in its memory,
(only digits 1 through 8 may be used
— no zero's or nines). The player is
to find this number on the least
number of turns possible.
Operating keys for code hunter:
_ . Review Back
I- Return Enter ,
Start I r.jf^r r. u V Review
Start: Press this button to start game.
Nos. 1 to 8: Enter four numbers to
discover the four digit
Enter: Tells the Game Machine your
four digit number for the code.
Display: displays the code in the
event the player is unable to break the
code and wishes to "give up".
Curser: is used to change a number
before pressing the enter key. It moves
the decimal from one number to
another on the display before entering
the sequence. The number to the left
of the decimal may be changed prior
to pressing the entry key.
Review Back and Ahead Keys: these
two keys let you review up to the
last eight entries. Pressing the Review
Back key H , reviews your last
entry — press it again and your next
to last entry will appear on the screen,
etc. Once you have reviewed back you
can press the Review Ahead key A and
see more recent entries. It is not
necessary to move all the way back
to your turn to enter a new number —
just press a number and the Game
Machine will automatically move you
to the correct turn.
How to play: Begin the game Code
Hunter by pressing the Start button —
the following will be shown on the
n n n n n n n
u. u u u u u LI
Seven zero's are displayed, each in its
own column — 1 through 7. Columns
1 through 4 are where the players 4
digit number will be displayed as each
number is entered, one at a time
starting with column 1. It is also where
the Game Machine has its selected code
digits. The players digits must match
the four hidden digits in the Game
Column #5 tells how many numbers
are correct and that they are in the
Column # 6 tells how many numbers
are correct, but that they are in the
Column # 7 keeps track of how many
turns have been taken.
Lets go through a typical turn:
Select any 4 numbers as a first guess —
let's assume they are 7—2—8—5.
Press the seven button, the two button,
the eight button and the five button in
that order. These numbers will appear
on the screen — check to see that the
intended keys were pressed. If an
error was made, it can be corrected
(see rules for curser). If the numbers
on the screen are satisfactory, press
the "ENTER" key. Here is what will
show up on the screen.
L i I
"i "i n r "/
I. L U _» L
Explanation — columns 1 through 4
are the first guess. The 2 in the 5th
column states that two of the numbers
entered are correct and are in the
right place. The 1 in the 6th column
states that in addition to the two
numbers which are correct and in the
correct place, there is also an addi-
tional correct number, but it is in the
wrong place. The in the seventh
column states that it is still the players
When the player has "BROKEN THE
CODE" and entered the correct num-
bers in the correct sequence, the
numbers will FLASH and the number
4 will appear in the 5th and 6th
columns. The number of turns taken
will appear in the last two columns,
to the far right of the screen.
If the player gives up, press the display
key and the HIDDEN CODE will
appear on the screen.
Read how the CURSER works, if the
wrong key is pressed, the digit may
be changed to another number before
pressing the enter key. Just move the
CURSER left to right by pressing the
CURSER key until the decimal is to
the right of the digit to be changed.
Use the REVIEW keys to "LOOK
BACK" or review previous entries.
In the beginning the player may want
to write down the number digit entries
and the "CLUES" from columns 5
and 6, but soon, use of the review
keys will be preferred. After 8 turns,
the entry from the previous turn
will show up on the screen. Don't let
this bother you, just keep on playing
— your new numbers will overprint the
last entry and your new entry will
register in the machine.
Grand Prix: (Selection key number
After you have selected the Grand Prix
Game by pressing key number 4, the
corresponding Grand Prix overlays
may be placed on the Game Machine.
Object of the game: to keep the
players car "in the race" for the longest
time with the least number of accidents.
This is done by moving the player's race
car from lane to lane to avoid an
accident. The final score shows how
many cars were avoided during the
Operating keys for grand prix:
Move up keys
Move Down keys
Go — Press to start the two minute
Gas key — Increases the speed of the
player's car in relationship to the
field and has the visual effect of slow-
ing down the speed of the onrushing
cars as represented by the moving
Brake key — Slows down the player's
car in relationship to the field and has
the visual effect of speeding up the
Move up keys — These three keys are
all the same. Anyone of them may be
used in the same way in the race.
They have two functions; first, to bring
the players car from the pits onto the
racetrack and second, to change lanes
UPWARDS for the player's car.
Move Down keys — These three keys
are also all the same and one of them
may be used in the same way in the
race. These keys all have the same
function and change lanes DOWN-
WARD for the players car.
How to play: Press the GO key - this
starts the two minute race. The player's
car appears on the screen as a DOT
above the yellow race car sign on the
overlay. Opposing race cars appear
as dashes whizzing by at high speed
in any one of the 3 horizontal "LANES"
on the screen.
(1) With a left hand finger, depress the
GAS key. This will SLOW DOWN
the other race cars and give the
player a chance to get out of the
pitstop and into the racetrack.
(2) When there is an opening between
the race cars, try and enter the
race. With a right hand finger,
press any one of the move up
keys. This will change the race
car from a dot to a dash and bring
it OUT of the pitstop and onto
(3) Change lanes UP and DOWN
with a right hand finger. This is
how the race car avoids onrushing
cars and having an accident,
(shown by the race cars tumbling
action and the funny sound).
After each accident the race must
be re-entered as in the beginning
of the race (#1). * NOTE: The
race car does not move forward
on the screen it can only be moved
up and down in the three lanes.
A perfect score is 99, (lots of luck)
no one has ever scored that high. It
means staying on the track almost
the entire 2 minutes using the BRAKE
key with almost NO ACCIDENTS.
Any score over 50 is great — but
practice makes perfect, so keep trying.
At the end of the race the score will
FLASH on the screen. Use the score
sheets provided to keep track of
To score the most points, press the
BRAKE key - but try several races
using only the GAS key before
racing faster with the BRAKE key.
We hope you enjoy your GAME
MACHINE for many years to come.
If you have any questions about
your machine Calculator or Games,
please write to us and we will send you
a prompt reply.
Send all inquiries to:
WADDINGTONS HOUSE OF GAMES, INC.
P.O. Box 374
Evanston, Illinois 60204
©1978 WADDINGTONS®HOUSE OF GAMES, INC.
All Rights Reserved.